Vampirism: Child of the Night
Prerequisite(s): 9th level, Vampirism
As your unholy connection strengthens, you gain the shape shifting and regenerative abilities of a vampire. You gain the following benefits:
- Night Speech. You can speak to bats, rats, wolves, and other creatures of the night as if you shared a common language. If you know the find familiar spell, your familiar can take the form of a Medium or Large beast of CR 1/4th or less as long as you can speak to it with this ability.
- Shapechanger. If you aren't in sunlight or running water, you can polymorph into a CR 0 creature, such as a bat or a spider, or a Medium cloud of mist or back into your true form as an Action. While in this form, you can't speak, your speed becomes that of the beast, and you gain the senses of the new form. Your other statistics are unchanged. Anything you are wearing or carrying transforms with you. You revert to your true form if you die. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but you can't pass through water. You have Advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage it takes from sunlight.
- Claws. You can spontaneously grow monstrous claws to ensnare your foes and make unarmed strikes with the Finesse quality. When you hit with them, the strike deals 2d4 + your Strength or Dexterity modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
- Regeneration. At the beginning of your turn, you regain hit points equal to your level if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage, you don't restore hit points at the start of your next turn.